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Line 1,037: |
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| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Dedicated bravery boost on dodge.
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| Recommended against [[The Emperor (Dissidia 012)|'''The Emperor''']], this build will provide bravery every time Tidus dodges an attack or a projectile with invincibility. If Aerial booster is not active, max booster value is x9.3.
| | {|class="wikitable" style="display: inline-table; margin-right: 50px; |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |Hop Step || Full Slide |
| | |- |
| | |rowspan="2"| Sphere Shot || Hop Step |
| | |- |
| | |Stick & Move (midair) |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="3"| -- || Slice & Dice |
| | |- |
| | |Jecht Shot |
| | |- |
| | |Quick Hit E (from Stick & Move) |
| | |} |
|
| |
|
| Substitutes:
| | {| class="wikitable" |
| Few adjustments can be made to use this build against characters with less reliance on zoning.
| | !scope="row" 3 colspan="3" | Basic Abilities |
| | |- |
| | !Actions !! Support !! Extra |
| | |- |
| | |Ground Evasion || Always Target Indicator || Precision Jump |
| | |- |
| | |Midair Evasion || EX Core Lock On || Precision Evasion |
| | |- |
| | |Ground Block || rowspan="17"|Assist Lock On || Sneak Attack |
| | |- |
| | |Midair Block || Disable Counterattack |
| | |- |
| | |Aerial Recovery || rowspan="15"|EXP to HP |
| | |- |
| | |Recovery Attack |
| | |- |
| | |Controlled Recovery |
| | |- |
| | |Wall Jump |
| | |- |
| | |Free Air Dash |
| | |- |
| | |Reverse Ground Dash |
| | |- |
| | |Multi Air Slide |
| | |- |
| | |Free Air Dash Boost |
| | |- |
| | |Assist Gauge Up Dash |
| | |- |
| | |Jump Boost+ |
| | |- |
| | |Jump Times Boost++ |
| | |- |
| | |Ground Evasion Boost |
| | |- |
| | |Midair Evasion Boost |
| | |- |
| | |Evasion Boost |
| | |- |
| | |Descent Speed Boost |
| | |} |
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| Booster accessory: Empty EX Gauge for Dismay Shock if opponent is not using Side by Side.
| | = Build Overview = |
|
| |
|
| A hybrid variant of this build adjusts accessories. | | Dedicated bravery boost on dodge, this is recommended against The Emperor. The idea with this build is to dodge through projectiles (and close range attacks) and then eventually land an HP with Aerith assist (Holy or trading favorably otherwise with Seal Evil or Planet Protector) for a decisive one-hit kill. This build assumes the opponent utilises Side by Side {{accsp}}, which provides a consistent 1.3x booster in Opponent Empty EX Gauge. If Aerial booster is not active, max booster value is x9.3. |
| | |
| | Sphere Shot is equipped to disrupt Emperor's actions inside traps (usually Thunder Crest). |
| | |
| | A hybrid variant of this build adjusts accessories for raw damage and EX depletion. |
| | |
| | == CP Allocation == |
| | |
| | 60 CP is available extra abilities or a grounded dodge attack. Extra abilities Achy+, Counterattack and Back to the Wall are decent, but may not yield much return on investment as this build relies on Tidus avoiding damage for bravery. Master Guardsman for +1000 max HP increases survivability for 35 CP. |
| | |
| | == Substitutes == |
| | |
| | {| class="wikitable" |
| | |+colspan="3"|Substitutes |
| | ! Equipment !! Replacement !! Notes |
| | |- |
| | | Opponent Empty EX Gauge {{accboo}} || Large Gap in HP {{accboo}} |
| | || If the player believes the opponent will not lock their EX gauge with Side by Side, this is a good alternative. A powerful 1.5x booster for when either player is leading by at least 3000 HP. Good if Tidus is falling behind or getting an early lead. |
| | |} |
| | |
| | = Attacks = |
| | Tidus' core loadout is very similiar to the hybrid one, with the addition of Sphere Shot. If he is not fighting The Emperor or Ultimecia, it is still recommended to adjust appropriately with other attacks. |
| | |
| | == Staple == |
| | These attacks are recommended regardless of matchup, stage or player preference. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Hop Step || Hop Step |
| | |- |
| | |Sphere Shot || Full Slide |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"| -- || Slice & Dice |
| | |- |
| | | Jecht Shot |
| | |- |
| | |} |
| | |
| | '''Hop Step''': Key poke, punishment (dodge, block, whiff). Can avoid Dreary Cell on hit, but assist followups are inconsistent. |
| | |
| | '''Full Slide''': Midair conversions with Aerith assist, primary punisher move after a successful [[Blodge|'''blodge''']] and occasionally used as a dodge punisher with Aerith. |
| | |
| | '''Slice & Dice''': One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist. Also reflects Emperor's Flares. |
| | |
| | '''Jecht Shot''': A hard callout tool. Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential. |
| | |
| | == Flexible == |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | Tidus doesn't have as much flexibility in the context of the mage matchups, but Sephiroth may warrant Dart & Weave instead. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |Sonic Buster || rowspan="3"|Dart & Weave |
| | |- |
| | |Dart & Weave |
| | |- |
| | |Cut & Run |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Energy Rain|| Energy Rain |
| | |- |
| | |Quick Hit (from dodge attack) || Quick Hit (from dodge attack) |
| | |} |
| | |
| | '''Sonic Buster''': A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith. |
| | |
| | '''Sphere Shot''': Poke through The Emperor's traps and contest blocks and slower attacks from a dodge's distance. |
| | |
| | '''[Dodge Attack], Quick Hit''': As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage. Note that for Dart & Weave, Tidus can do the dodge cancel Hop Step combo and call an assist instead. If D&W is equipped on the ground, equipping Quick Hit for it is not a necessity. |
| | |
| | '''Energy Rain''': Same speed as Slice & Dice, shorter range overall. Can be used to reflect Emperor's Flares. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards. |
| | |
| | == Avoid == |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | | -- || Wither Shot |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | | Spiral Cut || -- |
| | |- |
| | |} |
| | |
| | '''Wither Shot''': Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward. |
| | |
| | '''Spiral Cut''': Tidus is stuck on the ground in a long animation with disproportionate risk / reward. Against The Emperor he is more likely to flip his way into Thunder Crest with this move, which is ill-advised. And against Ultimecia or Sephiroth, this might not connect at all when they're airborne. |
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| |-|Bravery Boost on Dodge (Hybrid)= | | |-|Bravery Boost on Dodge (Hybrid)= |
Line 1,072: |
Line 1,249: |
| |acc8={{accboo}} Pre-EX Revenge | | |acc8={{accboo}} Pre-EX Revenge |
| |acc9={{accboo}} Aerial | | |acc9={{accboo}} Aerial |
| |acc10={{accboo}} Summon Unused | | |acc10={{accboo}} Opponent Summon Unused |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
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| Without Aerial, max booster value is x5.9. Without Large Gap in HP and Aerial, max booster value is x3.9. | | {|class="wikitable" style="display: inline-table; margin-right: 50px; |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |rowspan="3"|Hop Step || Full Slide |
| | |- |
| | |Hop Step |
| | |- |
| | |Dart & Weave (midair) |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="3"| -- || Slice & Dice |
| | |- |
| | |Jecht Shot |
| | |- |
| | |Quick Hit E (from Dart & Weave) |
| | |} |
| | |
| | {| class="wikitable" |
| | !scope="row" 3 colspan="3" | Basic Abilities |
| | |- |
| | !Actions !! Support !! Extra |
| | |- |
| | |Ground Evasion || Always Target Indicator || Precision Jump |
| | |- |
| | |Midair Evasion || EX Core Lock On || Precision Evasion |
| | |- |
| | |Ground Block || rowspan="17"|Assist Lock On || Sneak Attack |
| | |- |
| | |Midair Block || Disable Counterattack |
| | |- |
| | |Aerial Recovery || rowspan="15"|EXP to HP |
| | |- |
| | |Recovery Attack |
| | |- |
| | |Controlled Recovery |
| | |- |
| | |Wall Jump |
| | |- |
| | |Free Air Dash |
| | |- |
| | |Reverse Ground Dash |
| | |- |
| | |Multi Air Slide |
| | |- |
| | |Free Air Dash Boost |
| | |- |
| | |Assist Gauge Up Dash |
| | |- |
| | |Jump Boost+ |
| | |- |
| | |Jump Times Boost++ |
| | |- |
| | |Ground Evasion Boost |
| | |- |
| | |Midair Evasion Boost |
| | |- |
| | |Evasion Boost |
| | |- |
| | |Descent Speed Boost |
| | |} |
| | |
| | = Build Overview = |
| | |
| | This is a slightly modified Bravery Boost on Dodge build. The bravery boost is lowered in exchange for higher physical damage and EX depletion. Against Sephiroth this can be a good alternative as this disincentivizes Shadow Flare use and subsequently create opportunities to close the gap and chip away at him directly. |
| | |
| | Without Aerial, max booster value is x5.9. Without Large Gap in HP and Aerial, max booster value is x3.9. Both Sephiroth and Tidus can fight comfortably in the air though. |
| | |
| | == CP Allocation == |
| | |
| | 75 CP is available extra abilities or a grounded dodge attack. Extra abilities Achy+, Counterattack and Back to the Wall are decent, but as this build generates bravery from successful dodges, your mileage may vary. Master Guardsman for +1000 max HP increases survivability for 35 CP and can be a serviceable, general purpose CP investment. |
| | |
| | == Substitutes == |
| | |
| | {| class="wikitable" |
| | |+colspan="3"|Substitutes |
| | ! Equipment !! Replacement !! Notes |
| | |- |
| | | Opponent Summon Unused {{accboo}} || |
| | * Battle Hammer {{accbas}} |
| | * After 30 Seconds {{accboo}} |
| | || If the player believes the opponent will not equip a summon, they can treat it as an expendable slot for another booster accessory, assist depletion or whatever else strikes their fancy. |
| | |} |
| | |
| | = Attacks = |
| | Not much changes compared to the other builds. Hop Step, Full Slide and Slice & Dice are all present an accounted for as usual. |
| | |
| | == Staple == |
| | These attacks are recommended regardless of matchup, stage or player preference. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"|Hop Step || Hop Step |
| | |- |
| | |Full Slide |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"| -- || Slice & Dice |
| | |- |
| | | Jecht Shot |
| | |- |
| | |} |
| | |
| | '''Hop Step''': Key poke, punishment (dodge, block, whiff). |
| | |
| | '''Full Slide''': Midair conversions with Aerith assist, primary punisher move after a successful [[Blodge|'''blodge''']] and occasionally used as a dodge punisher with Aerith. |
| | |
| | '''Slice & Dice''': One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist. |
| | |
| | '''Jecht Shot''': A hard callout tool. Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential. |
| | |
| | == Flexible == |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | Sphere Shot isn't a must-have. But if Sephiroth is pursuing a reverse ground dashing Tidus, it can be a useful mixup tool or even as a hard-read for staggering his whiffed Sudden Cruelty from a distance. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Sphere Shot || rowspan="4"|Cut & Run |
| | |- |
| | |Sonic Buster |
| | |- |
| | |Dart & Weave |
| | |- |
| | |Cut & Run |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Energy Rain|| Energy Rain |
| | |- |
| | |Quick Hit (from dodge attack) || Quick Hit (from dodge attack) |
| | |} |
| | |
| | '''Sonic Buster''': A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith. |
| | |
| | '''Sphere Shot''': Contest blocks and slower attacks from a dodge's distance for a stagger or some bravery damage. |
| | |
| | '''[Dodge Attack], Quick Hit''': As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage. Note that for Dart & Weave, Tidus can do the dodge cancel Hop Step combo and call an assist instead. If D&W is equipped on the ground, equipping Quick Hit for it is not a necessity. |
| | |
| | '''Energy Rain''': Same speed as Slice & Dice, shorter range overall. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards. |
| | |
| | == Avoid == |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | | -- || Wither Shot |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | | Spiral Cut || -- |
| | |- |
| | |} |
| | |
| | '''Wither Shot''': Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward. |
| | |
| | '''Spiral Cut''': Tidus is stuck on the ground in a long animation with disproportionate risk / reward. Once again, not recommended. |
|
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| </tabber> | | </tabber> |